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The dashboard's web server answers one request at a time, so converting a big .nif (glom files up to tens of MB) held up every other request, flairs included. - dWeb: Web::Defer hands a request to another thread; the reply is sent from the web thread on its next poll (DeferredQueue). A client that leaves first cancels it and the late reply is dropped. The synchronous route API is unchanged. - Web::Shutdown closes connections while the state their close events touch is still alive; the destructor no longer runs handlers during static destruction (stopping the dashboard aborted in ~WSClient). - WorkerPool: priority lanes, with one thread only for urgent work (flairs, small models, textures), and limited background work. - Scenery: mesh and texture routes (and the showcase's) convert on the pool; thread-safe memory and disk caches, one conversion per model at a time with waiters sharing it; zones are converted ahead onto the disk cache while viewed. - Setting scenery_workers (0: half the cores, 2 to 4). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
54 lines
2.2 KiB
C++
54 lines
2.2 KiB
C++
#pragma once
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#include <cstdint>
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#include <filesystem>
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#include <optional>
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#include <string>
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#include "dCommonVars.h"
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#include "json.hpp"
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/**
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* Game client data for the dashboard: item details for tooltips, icons, and a read-only browser over the
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* client's res folder (client_location). Textures are converted to PNG with ImageMagick and cached.
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*/
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namespace ClientAssets {
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std::string ItemName(LOT lot);
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// An object's raw Objects.name (not localized), or nullopt when the LOT isn't in the CDClient
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std::optional<std::string> ObjectName(LOT lot);
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// Name, description, rarity, stat bonuses, skills and item set (with set bonuses), cached per LOT
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nlohmann::json ItemInfo(LOT lot);
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std::string IconPathForLot(LOT lot);
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std::string IconPathForId(int iconId);
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// Relative path inside res/ using only safe characters and no traversal
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bool IsSafeAssetPath(const std::string& path);
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// A DDS or PNG texture from res/ as PNG, scaled down to fit maxSize. `opaque` drops the alpha channel first, for
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// textures whose alpha isn't transparency (terrain textures have alpha 0 everywhere; kept, they'd come out black)
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std::optional<std::string> TextureAsPng(const std::string& assetPath, uint32_t maxSize, bool opaque = false);
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// Raw bytes of a file inside res/ (matched ignoring case)
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std::optional<std::string> ReadResFile(const std::string& relativePath);
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// Where a file inside res/ is on disk (matched ignoring case), if it exists
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std::optional<std::filesystem::path> ResolveResFile(const std::string& relativePath);
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// The client's res/ folder (empty when client_location isn't set)
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std::filesystem::path ResFolder();
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// ResolveResFile inside a res/ folder from ResFolder: reads no settings, so worker threads may call it
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std::optional<std::filesystem::path> ResolveResFile(const std::string& relativePath, const std::filesystem::path& res);
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// The res/-relative path of a file called `fileName` (ignoring case) anywhere under res/<folder>
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std::optional<std::string> FindResFile(const std::string& folder, const std::string& fileName);
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// Entries of a folder inside res/
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std::optional<nlohmann::json> ListDirectory(const std::string& relativePath);
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}
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void RegisterClientAssetRoutes();
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